Orks – Painboy on Warbike
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Painboy on Warbike

NoNAME  M WS BS S T W A Ld Sv Base
90
Painboy on Warbike (base: 90 x 52mm)
1
90
Painboy on Warbike
14" 3+ 5+ 5 5 5 4 6 4+ 90 x 52mm
A Painboy on Warbike is a single model equipped with: 2 dakkaguns; ’urty syringe; power klaw.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Dakkagun
Dakkagun
18"
Dakka 5/3
5
0
1
-
+10
Killsaw
+10
Killsaw
Melee
Melee
x2
-4
D3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. Each time the bearer fights, if it is equipped with 2 killsaws, it makes 1 additional attack with this weapon.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. Each time the bearer fights, if it is equipped with 2 killsaws, it makes 1 additional attack with this weapon.
Power klaw
Power klaw
Melee
Melee
x2
-3
2
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
’Urty syringe
’Urty syringe
Melee
Melee
2
0
1
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, unless the target is a VEHICLE or TITANIC unit, that attack always wounds on an unmodified wound roll of 2+.
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, unless the target is a VEHICLE or TITANIC unit, that attack always wounds on an unmodified wound roll of 2+.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model can be equipped with 1 killsaw instead of 1 power klaw.
ABILITIES
ABILITIES
’Ere We Go, Mob Rule, Dakka Weapons
Dok’s Tools: When a INFANTRY or BIKER model would lose a wound within 3" of any friendly PAINBOYS, roll one D6; on a 6, that wound is not lost.
Sawbonez: At the end of your Movement phase, this model can attempt surgery on one friendly INFANTRY or BIKER model within 3". If it does, roll one D6; on a 1 that friendly model loses 1 wound, otherwise it regains D3 lost wounds. Each model can only have surgery attempted on it once per turn.
FACTION KEYWORDS: ORK,
KEYWORDS: BIKER, CHARACTER, SPEED FREEKS, PAINBOY

Datasheet-related Stratagems

UNBRIDLED CARNAGE2CP
Goff – Battle Tactic Stratagem

When Goffs get stuck into the foe, the carnage is wonderful to behold, at least for other Orks.

Use this Stratagem at the start of the Fight phase. Select one GOFF CORE or GOFF CHARACTER unit from your army that has the No Mukkin’ About Clan Kultur. Until the end of the phase, each time a model in that unit makes an attack, it scores an additional hit on an unmodified hit roll of 5+ instead of 6.
SHOWIN’ OFF1CP
Bad Moons – Battle Tactic Stratagem

A Bad Moon’s prodigious wealth allows him to spray bullets with abandon, in the knowledge he can always afford more.

Use this Stratagem when a BAD MOONS CORE or BAD MOONS CHARACTER unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack with a Dakka weapon, an unmodified hit roll of 6 scores 1 additional hit.
ORKS IS NEVER BEATEN2CP
Orks – Epic Deed Stratagem

So resilient is Ork physiology - and so slow are Orks on the uptake - that even killing wounds can take a while to register.

Use this Stratagem in the Fight phase, when an ORKS CHARACTER model in your army that has not already been selected to fight this phase is destroyed. Do not remove that model from play - it can fight after the attacking model’s unit has finished making attacks. If the selected model’s characteristics change as it takes damage, use the bottom row of that model’s profile when resolving those attacks. After resolving the destroyed model’s attacks, it is then removed.
EXTRA GUBBINZ1CP
Orks – Requisition Stratagem

Some lucky gits get more than their fair share of shiny gubbinz.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the ORKS keyword. Select one ORKS CHARACTER model in your army and give them one Shiny Gubbinz (this must be a Relic they could have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
BIG BOSS1CP
Orks – Requisition Stratagem

The greatest Warbosses keep a few lieutenants around to reinforce their rule. This has the dual effect of ensuring commands are disseminated effectively, and that the Warboss is kept fighting fit.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the ORKS keyword. Select one ORKS CHARACTER from your army and determine one Warlord Trait for that model (this must be a Warlord Trait they could have); that model it is only regarded as your WARLORD for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
DRIVE BY DAKKA1CP
Evil Sunz – Strategic Ploy Stratagem

Often all an enemy will see of the Evil Sunz is a blur of red as they speed by, guns blazing.

Use this Stratagem at the end of your Shooting phase. Select one EVIL SUNZ SPEED FREEKS unit from your army. That unit can immediately make a Normal Move as if it was your Movement phase. That unit is not eligible to charge this turn.
WRECKAZ2CP
Deathskulls – Strategic Ploy Stratagem

Deathskulls instinctively know just where to hit an enemy vehicle in order to knock loose the best scrap.

Use this Stratagem at the start of your Shooting or Fight phase. Select one DEATHSKULLS CORE or DEATHSKULLS CHARACTER unit from your army. Until the end of the phase, each time a model in that unit makes an attack that targets a VEHICLE, add 1 to that attack’s wound roll.
TELLYPORTA2CP
Orks – Strategic Ploy Stratagem

Nothing shocks the enemy like an angry mob of Boyz, or a looming war effigy suddenly appearing in a blast of green lightning!

Use this Stratagem during deployment. Select one non-MONSTER ORKS unit from your army that has Power Rating 20 or less. You can set up this unit on a tellyporta pad instead of setting it up on the battlefield. If you do so, then in the Reinforcements step of one of your Movement phases, you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models. If you select a TRANSPORT unit, any embarked units remain embarked when this unit is set up on the battlefield.
MORE DAKKA!2CP
Orks – Wargear Stratagem

Orks have no real concept of ammunition preservation, instead tending to hold the trigger down until their weapon stops firing or falls apart in their hands.

Use this Stratagem in your Shooting phase, when an ORKS unit from your army is selected to shoot. Until the end of the phase, Dakka weapons that unit is equipped with are considered to be within half range when determining how many attacks are made with that weapon.
1CP

KULT OF SPEED

Specialist Detachment Stratagem

Orks thrive on the high-octane thrills of the Kults of Speed, large nomadic cavalcades that rampage across war zones leaving carnage in their wake.

Use this Stratagem when choosing your army. Pick an ORK Detachment from your army to be a Kult of Speed Specialist Detachment. SPEED FREEKS in that Detachment gain the KULT OF SPEED keyword.
Dakka Weapons

Dakka weapons unleash a terrifying volume of shots. Whether these are effective or not depends on the proximity of the target.

Dakka weapons have two values for the number of attacks they make. When a model shoots a Dakka weapon, use the first value if the target is within half the weapon’s range. If the target is not within half the weapon’s range, use the second value instead.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
’Ere We Go

Even lumbering Orks can put on a surprising turn of speed when the promise of a good face-to-face fight is in the offing.

You can re-roll charge rolls made for units with this ability.
Mob Rule

The more Orks in one place, the more the Waaagh! energy flows, and the more fearless they all become.

While this unit is within 6" of a friendly MOB unit that is not under half strength, this unit is never considered to be under half strength.

The GOFFS and CORE keywords are used in the following Orks datasheets:

Heavy Support

The BAD MOONS and CORE keywords are used in the following Orks datasheets:

Heavy Support

The DEATHSKULLS and CORE keywords are used in the following Orks datasheets:

Heavy Support
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH vs TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength TWICE (or more) than the Toughness?2+
Is the Strength GREATER than the Toughness?3+
Is the Strength EQUAL to the Toughness?4+
Is the Strength LOWER than the Toughness?5+
Is the Strength HALF (or less) than the Toughness?6+

If the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.

Killsaw used in the following datasheets:

Troops
Boyz
+10

– may take Killsaw as an option.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.

The BIKER keyword is used in the following Orks datasheets:

Dakkagun used in the following datasheets:

’Urty syringe used in the following datasheets:

The PAINBOY keyword is used in the following Orks datasheets:

© Vyacheslav Maltsev 2013-2021